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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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Sailor man
![]() Join Date: Jun 2007
Location: Minsk, Belarus
Posts: 43
Downloads: 32
Uploads: 0
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news about RA. current problems
http://redrodgers.com/forums/showpos...&postcount=121
CrazyIvan: "Bad news, guys. The attempts of modeling of real job of torpedos, completely have killed gameplay of game. It to become at the absolutely other level. We are inclined to think, that we should make TWO versions. The first version - will be adapted to game opportunities. The second version - will be adapted to the advanced players. We ascertain - it is impossible to combine PLAYABILITY vs REALISM. We are compelled to divide these two types of game. In one game, we can not combine these two contrasts. The modeling of the advanced behaviour, completely changes game features. " in this thread you can express your opinion about versions of RA: choose "preferred variant" 1. "game": uses old torpedo-attack doctrines, which based on engine of simulator and "weapon effectivnes" 2. "hard-core simulator": re-attack torpedoes, other lewel(higher) of effectivnes of counter-measures,new "real" torpedo sensors, to kill one AI-sub by 2-4 torpedoes is UNREAL! its look like a bug, because you may spend too many torpedors per one "kill", torpedoes always attack CM and ignores subs. (old torpedoes(cold-war era) mainly attacks tracks\targets with most powerfull noise lewell. new torpedoes, like ugst and Mk 48 adcap\mod7, has re-attacking feature and can select between CM and target at close range) but it uses very often! very often torpedo re-attack CM instead sub. express your opinion here, its very important for us! next days we'll monitor this thread, after this we'll realese Addon (i hope)))) |
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